Example #1
0
    // Use this for initialization
    void Start()
    {
        float distance = GameMathematicsStatics.CalculatePointAndLineDistance(pt, line);

        Debug.Log("CalculatePointAndLineDistance distance " + distance);

        float lineAndLineDistance = GameMathematicsStatics.CalculateLineAndLineDistance(line, line2);

        Debug.Log("CalculateLineAndLineDistance distance " + lineAndLineDistance);

        Vector3 lineAndPlanePoint = GameMathematicsStatics.CalculateLineAndPlaneIntersection(line, plane);

        plane.PlaneAndLinePoint = lineAndPlanePoint;
        Debug.Log("CalculatePointAndLineDistance lineAndPlanePoint " + lineAndPlanePoint.ToString());

        bool    isInTriangle         = false;
        Vector3 lineAndTrianglePoint = GameMathematicsStatics.CalculateLineAndTriangleIntersection(line, triangle, ref isInTriangle);

        triangle.PlaneAndLinePoint = lineAndTrianglePoint;
        Debug.Log("CalculateLineAndTriangleIntersection lineAndTrianglePoint " + lineAndTrianglePoint.ToString() + " isInTriangle " + isInTriangle);

        int compressedFloat = CompressFloatUtil.CompressFloat(1234.56789f);

        Debug.Log("CompressFloatUtil compressedFloat " + compressedFloat);

        float decompressedFloat = CompressFloatUtil.DecompressFloat(compressedFloat);

        Debug.Log("CompressFloatUtil decompressedFloat " + decompressedFloat);

        bool    isInSphere = false;
        Vector3 lineAndSphereIntersection = GameMathematicsStatics.CalculateLineAndSphereIntersection(sphereCheckLine, sphere, ref isInSphere);

        sphere.LineAndSphereIntersection = lineAndSphereIntersection;
        Debug.Log("CalculateLineAndSphereIntersection lineAndSphereIntersection " + lineAndSphereIntersection.ToString() + " isInSphere " + isInSphere);

        Debug.Log("Newton's Method Sqrt " + GameMathematicsStatics.Sqrt(1.23456) + " Normal Sqrt " + System.Math.Sqrt(1.23456));

        GameMathematicsStatics.SliceMesh(slicePlane, neededSliceMesh.transform);
    }
Example #2
0
 protected override void Awake()
 {
     planeNormal = GameMathematicsStatics.Cross(p1.location - p0.location, p2.location - p0.location).normalized;
     planeCenter = transform.position;
 }